Saturday, 24 October 2020

Powers/Hazard: Faerzress

Powers/Hazards: Faerzress

Faerzress is a type of magical radiation that suffuses many parts of the Underdark in the Forgotten Realms setting. It serves both as a source of mutations and as an environmental effect that interferes with teleportation and divination. Cool! Let's convert it to GURPS.

First, Information spells and similar magical abilities that are cast within a faerzress-infused area or that target a subject in such an area take a -5 penalty on their casting/usage rolls. Teleportation spells and abilities with their origin or destination points within a faerzress-infused area take a -5 penalty on their casting/usage rolls. Abilities that do not require rolls work with a halved efficiency.

Faerzress works similar to Weird Radiation (GURPS Powers: The Weird, p. 37). Faerzress-infused zones vary in intensity from 1 rad per week to 5 rads per hour. Regardless of the intensity, the magic interference effect stays the same. Thus, creatures that want to benefit from the faerzress' protection from divination prefer very low intensity zones. If you want to determine the zone's intensity randomly, use the following table:

1d

Intensity

1-2

Low (1d rads per week)

3-4

Medium (1d rads per day)

5-6

High (1d rads per hour)

On exposure to faerzress (but no more than once per day, for continued exposure to a given source), roll vs. HT at the penalty for rads given by the Radiation Effects Table (p. B436) and substitute the following effects:
    A: You gain a random temporary mutation.
    B: You gain a random lasting mutation.
    C: You gain a random permanent mutation.
    D: You gain 2 random permanent mutations.
    E: You gain 1d random permanent mutations.

Use Duration of Crippling Injuries (pp. B422-423) to determine how long these last. Faerzress dosage accumulates, and partially diminishes over time, in the same way as realistic radiation.
When a creature accumulates HT/3 (rounded down) permanent mutations, it must make a daily HT roll. A failure means an instant death.

Determine the mutations using the following table.

1d, 1d, 1d

Mutation

1-3, 1, 1

Metabolism Change

1-3, 1, 2

Thick-Skinned

1-3, 1, 3

Strength Change

1-3, 1, 4

Dexterity Change

1-3, 1, 5

Intelligence Change

1-3, 1, 6

Health Change

1-3, 2, 1

Perception Change

1-3, 2, 2

Will Change

1-3, 2, 3

Force Field

1-3, 2, 4

Poison Resistance

1-3, 2, 5

Fire Resistance

1-3, 2, 6

Cold Resistance

1-3, 3, 1

Electricity Resistance

1-3, 3, 2

Acid Resistance

1-3, 3, 3

Sonic Resistance

1-3, 3, 4

Disease Resistance

1-3, 3, 5

Petrification Resistance

1-3, 3, 6

Digestive System Change

1-3, 4, 1

Planejumper

1-3, 4, 2

Calmness

1-3, 4, 3

Regeneration

1-3, 4, 4

Magic Resistance

1-3, 4, 5

Psionic Resistance

1-3, 4, 6

Reaction Change

1-3, 5, 1

Speed Change

1-3, 5, 2

See Invisible

1-3, 5, 3

Light Sensitivity

1-3, 5, 4

Infravision

1-3, 5, 5

Fitness

1-3, 5, 6

Vision Change

1-3, 6, 1

Taste and Smell Change

1-3, 6, 2

Hearing Change

1-3, 6, 3

Touch Change

1-3, 6, 4

Teleportation

1-3, 6, 5

Scales

1-3, 6, 6

Breath Weapon

4-6, 1, 1

Bad Magic Conductivity

4-6, 1, 2

Rage

4-6, 1, 3

Claws

4-6, 1, 4

Hooves

4-6, 1, 5

Horns

4-6, 1, 6

Tail

4-6, 2, 1

Eye Change

4-6, 2, 2

Antennae

4-6, 2, 3

Wings

4-6, 2, 4

Webbed Hands and Feet

4-6, 2, 5

Breath Alteration

4-6, 2, 6

Saliva

4-6, 3, 1

Teeth

4-6, 3, 2

Acidic Blood

4-6, 3, 3

Fur

4-6, 3, 4

Slippery Skin

4-6, 3, 5

Sticky Skin

4-6, 3, 6

Speech Change

4-6, 4, 1

Extra Arm

4-6, 4, 2

Extra Leg

4-6, 4, 3

Extra Head

4-6, 4, 4

Atelekineticity

4-6, 4, 5

Spinal Deformation

4-6, 4, 6

Colorblindness

4-6, 5, 1

Photosynthesis

4-6, 5, 2

Unusual Biochemistry

4-6, 5, 3

Sleep Alteration

4-6, 5, 4

Circulatory Alteration

4-6, 5, 5

Spine Loss

4-6, 5, 6

Pain Sensitivity

4-6, 6, 1

Finger Melding

4-6, 6, 2

Crushing Resistance

4-6, 6, 3

Cutting Resistance

4-6, 6, 4

Impaling Resistance

4-6, 6, 5

Piercing Resistance

4-6, 6, 6

Twisted Mana Generator


Metabolism Change: Roll 1d:
    1-2: Very Slow Metabolism. You gain Reduced Consumption 4 (p. B80) and Slow Healing 2 (p. B155).
    3-4: Slow Metabolism. You gain Reduced Consumption 2 (p. B80) and Slow Healing 1 (p. B155).
    5-6: Fast Metabolism. You gain Increased Consumption 1 (p. B139).

Thick-Skinned: You gain DR 1 (Tough Skin, -40%) (3).

Strength Change: Roll 1d.
    1-2: You gain -2 to ST.
    3-4: You gain -1 to ST.
    5-6: You gain +1 to ST.

Dexterity Change: Roll 1d.
    1-2: You gain -2 to DX.
    3-4: You gain -1 to DX.
    5-6: You gain +1 to DX.

Intelligence Change: Roll 1d.
    1-2: You gain -2 to IQ.
    3-4: You gain -1 to IQ.
    5-6: You gain +1 to IQ.

Health Change: Roll 1d.
    1-2: You gain -2 to HT.
    3-4: You gain -1 to HT.
    5-6: You gain +1 to HT.

Perception Change: Roll 1d.
    1-2: You gain -2 to Per.
    3-4: You gain -1 to Per.
    5-6: You gain +1 to Per.

Will Change: Roll 1d.
    1-2: You gain -2 to Will.
    3-4: You gain -1 to Will.
    5-6: You gain +1 to Will.

Force Field: Roll 1d.
    1-2: You emanate a strong attraction field. Your Dodge value is decreased by 2 against projectile att   acks.
    3-4: You emanate a weak attraction field. Your Dodge value is decreased by 1 against projectile attacks.
    5-6: You emanate a weak repulsion field. Your Dodge value is increased by 1 against projectile attacks.

Poison Resistance: Roll 1d.
    1-2: You gain Susceptible to Poison 2 (p. B158).
    3-4: You gain Susceptible to Poison 1 (p. B158).
    5-6: You gain Resistant to Poison (+3) (p. B80).

Fire Resistance: Roll 1d.
    1: You gain Vulnerability (Fire, x4) (p. B161).
    2: You gain Vulnerability (Fire, x3) (p. B161).
    3: You gain Vulnerability (Fire, x2) (p. B161).
    4: You gain DR 1 (Limited, Fire, -40%) (p. B46).
    5: You gain DR 2 (Limited, Fire, -40%) (p. B46).
    6: You gain DR 4 (Limited, Fire, -40%) (p. B46).

Cold Resistance: Roll 1d.
    1: You gain Vulnerability (Cold, x4) (p. B161).
    2: You gain Vulnerability (Cold, x3) (p. B161).
    3: You gain Vulnerability (Cold, x2) (p. B161).
    4: You gain DR 1 (Limited, Cold, -40%) (p. B46).
    5: You gain DR 2 (Limited, Cold, -40%) (p. B46).
    6: You gain DR 4 (Limited, Cold, -40%) (p. B46).

Electricity Resistance: Roll 1d.
    1: You gain Vulnerability (Electricity, x4) (p. B161).
    2: You gain Vulnerability (Electricity, x3) (p. B161).
    3: You gain Vulnerability (Electricity, x2) (p. B161).
    4: You gain DR 1 (Limited, Electricity, -40%) (p. B46).
    5: You gain DR 2 (Limited, Electricity, -40%) (p. B46).
    6: You gain DR 4 (Limited, Electricity, -40%) (p. B46).

Acid Resistance: Roll 1d.
    1: You gain Vulnerability (Acid, x4) (p. B161).
    2: You gain Vulnerability (Acid, x3) (p. B161).
    3: You gain Vulnerability (Acid, x2) (p. B161).
    4: You gain DR 1 (Limited, Acid, -40%) (p. B46).
    5: You gain DR 2 (Limited, Acid, -40%) (p. B46).
    6: You gain DR 4 (Limited, Acid, -40%) (p. B46).

Sonic Resistance: Roll 1d.
    1: You gain Vulnerability (Sound, x4) (p. B161).
    2: You gain Vulnerability (Sound, x3) (p. B161).
    3: You gain Vulnerability (Sound, x2) (p. B161).
    4: You gain DR 1 (Limited, Sound, -40%) (p. B46).
    5: You gain DR 2 (Limited, Sound, -40%) (p. B46).
    6: You gain DR 4 (Limited, Sound, -40%) (p. B46).

Disease Resistance: Roll 1d.
    1-2: You gain Susceptible to Disease 2 (p. B158).
    3-4: You gain Susceptible to Disease 1 (p. B158).
    5-6: You gain Resistant to Disease (+3) (p. B80).

Petrification Resistance: Roll 1d.
    1-2: You gain Susceptible to Petrification 2 (p. B158).
    3-4: You gain Susceptible to Petrification 1 (p. B158).
    5-6: You gain Resistant to Petrification (+3) (p. B80).

Digestive System Change: Roll 1d.
    1-3: You gain Restricted Diet (Herbivore) (p. B151).
    3-6: You gain Restricted Diet (Carnivore) (p. B151).

Planejumper: When you are targeted by plane shift or other effect that transports you to another plane, you are transported to a random plane instead.

Calmness: You cannot become Berserk or be granted Berserk with spells and other abilities.

Regeneration: Roll 1d.
    1: You gain Unhealing (Total) (p. B160) and lose existing Rapid Healing, Very Rapid Healing, and Regeneration advantages.
    2: You gain Slow Healing 3 (p. B155).
    3: You gain Slow Healing 2 (p. B155).
    4: You gain Slow Healing 1 (p. B155).
    5: You gain Increased Consumption 1 (p. B139) and Rapid Healing (p. B79).
    6: You gain Increased Consumption 2 (p. B139) and Regeneration (Slow) (p. B80).

Magic Resistance: Roll 1d.
    1: You gain Magic Susceptibility 3 (p. B143).
    2: You gain Magic Susceptibility 2 (p. B143).
    3: You gain Magic Susceptibility 1 (p. B143).
    4: You gain Magic Resistance 1 (p. B67).
    5: You gain Magic Resistance 2 (p. B67).
    6: You gain Magic Resistance 1 (Improved, +150%) (p. B67).

Psionics Resistance: Roll 1d.
    1-2: You gain Susceptible to Psionics 2 (p. B158).
    3-4: You gain Susceptible to Psionics 1 (p. B158).
    5-6: You gain Resistant to Psionics (+3) (p. B80).

Reaction Change: Roll 1d.
    1-2: You gain a -0.5 penalty to your Basic Speed.
    3-4: You gain a -0.25 penalty to your Basic Speed.
    5-6: You gain a +0.25 bonus to your Basic Speed.

Speed Change: Roll 1d.
    1-2: You gain a -2 penalty to your Basic Move.
    3-4: You gain a -1 penalty to your Basic Move.
    5-6: You gain a +1 bonus to your Basic Move.

See Invisible: You gain See Invisible (Magic) (p. B83).
    
Light Sensitivity: Roll 1d.
    1-2: You gain Night Blindness (p. B144) and lose any Night Vision you have.
    3-4: Your default illumination level shifts 1d levels towards the darkness.
    5-6: You gain 1d levels of Night Vision (p. B71).

Infravision: Roll 1d.
    1-2: You lose Infravision.
    3-4: You gain Infravision (p. B60), but lose the ability to use normal vision.
    5-6: You gain Infravision (p. B60.
    
Fitness: Roll 1d.
    1-2: You gain Very Unfit (p. B160).
    3-4: You gain Unfit (p. B160).
    5-6: You gain Fit (p. B55).

Vision Change: Roll 1d.
    1: You gain Blindness (p. B124).
    2: You gain Bad Sight (Nearsighted) (p. B123).
    3: You gain Bad Sight (Farsighted) (p. B123).
    4: You gain Bad Sight (Low Resolution) (GURPS Powers: Enhanced Senses, p. B12).
    5: You gain Bad Sight (No Fovea) (GURPS Powers: Enhanced Senses, p. B12).
    6: You gain 1d/2 levels of Acute Vision (p. B35).

Taste and Smell Change: Roll 1d.
    1-2: You gain No Sense of Smell/Taste (p. B146).
    3: You gain No Sense of Smell/Taste (Smell Only, -50%) (p. B146).
    4: You gain No Sense of Smell/Taste (Taste Only, -50%) (p. B146).
    5-6: You gain 1d/2 levels of Acute Taste and Smell (p. B35).

Hearing Change: Roll 1d.
    1-2: You gain Deafness (p. B129).
    3-4: You gain Hard of Hearing (p. B138).
    5-6: You gain 1d/2 levels of Acute Hearing (p. B35).

Touch Change: Roll 1d.
    1-4: You gain Numb (p. B146).
    5: You gain 1d/2 levels of Acute Touch (p. B35).
    6: You gain Sensitive Touch (p. B83).

Teleportation: Roll 1d.
    1-3: You become unstable. You gain a +1 bonus to all rolls to use teleportation abilities, and you gain a -1 penalty to resist teleportation abilities.
    3-6: You become stable. You cannot teleport or be teleported.

Scales: First, determine the color by rolling 3d.

3d

Color

3

Black

4

White

5

Green

6

Red

7

Blue

8

Rainbow

9

Pearl

10

Yellow

11

Orange

12

Gold

13

Brass

14

Bronze

15

Silver

16

Copper

17

Gray

18

Brown

Then roll 1d to determine the stage of the mutation:
    1-2: You gain Scales (GURPS Power-Ups 2: Perks, p. 12).
    3: You gain Scales (GURPS Power-Ups 2: Perks, p. 12) and DR 1 (Flexible, -20%).
    4: You gain Scales (GURPS Power-Ups 2: Perks, p. 12) and DR 2 (Flexible, -20%).
    5: You gain Scales (GURPS Power-Ups 2: Perks, p. 12) and DR 3 (Flexible, -20%).
    6: You gain Scales (GURPS Power-Ups 2: Perks, p. 12), DR 3 (Flexible, -20%), and Numb (p. B146).

Breath Weapon: First, determine the damage type by rolling 1d.
    1-2: Fire (deals burning damage).
    3-4: Cold (deals burning non-incendiary damage).
    5: Electricity (deals burning surge damage with Side Effect, Stunning, +50%).
    6: Acid (deals corrosion damage).
Then roll 1d to determine the damage.
    1-3: 1d.
    4-5: 1d+2.
    6: 2d.
Then roll 1d to determine the FP cost.
Then roll 1d to determine the recharge time.
    1-3: 5 seconds between uses.
    4-6: 10 seconds between uses.
You gain an innate attack with the following parameters. It is a Jet that uses the Innate Attack (Breath) skill to hit.

Bad Magic Conductivity: Roll 1d. You gain a penalty on all rolls to use magical abilities equal to the result.
    
Rage: Roll 1d.
    1: You gain Berserk (6) (Battle Rage, +50%) (p. B124).
    2: You gain Berserk (6) (p. B124).
    3: You gain Berserk (9) (Battle Rage, +50%) (p. B124).
    4: You gain Berserk (9) (p. B124).
    5: You gain Berserk (12) (p. B124).
    6: You gain Berserk (15) (p. B124).

Claws: Roll 1d.
    1: You gain Blunt Claws (p. B42) and Bad Grip 1 (p. B123).
    2: You gain Sharp Claws (p. B42) and Bad Grip 1 (p. B123).
    3: You gain Sharp Claws (p. B42).
    4: You gain Talons (p. B43) and Bad Grip 1 (p. B123).
    5: You gain Long Talons (p. B43) and Bad Grip 2 (p. B123).
    6: You gain Long Talons (p. B43) and No Fine Manipulators (p. B145).

Hooves: You gain Hooves (p. B42).
    
Horns: Roll 1d.
    1-4: You gain Striker (Horns; Crushing; Cannot Parry, -40%) and your skull gains extra DR 1.
    5-6: You gain Striker (Horns; Impaling) and your skull gains extra DR 1.

Tail: Roll 1d.
    1-3: You gain a normal tail.
    4: You gain Striker (Tail Club; Crushing; Clumsy 2, -40%).
    5: You gain Striker (Barbed Club; Large Piercing; Clumsy 2, -40%).
    6: You gain a prehensile tail (Extra Arm 1 (Extra-Flexible, +50%; No Physical Attack, -50%; Weak, 1/2 ST, -25%) [8]).

Eye Change: Roll 1d.
    1: You gain Blindness (p. B124) and Injury Tolerance (No Eyes) (p. B60).
    2: You gain Restricted Vision (No Peripheral Vision) (p. B151)
    3: Your eyes grow stalks. You gain 360⁰ Vision (Easy to Hit, -20%) (p. B34).
    4: You gain No Depth Perception (p. B145).
    5: You gain One Eye (p. B147).
    6: You gain Peripheral Vision (p. B74).

Antennae: You gain antennae that grant you Vibration Sense (Air) (p. B96).

Wings: First, determine the size of the wings by rolling 1d.

1d

Limitation on Flight

1-2

Small Wings, -10%

3-6

Winged, -25%

Then, determine the strength of the wings by rolling 1d.

1d

Limitation on Flight

1-5

Gliding, -50%

6

Cannot Hover, -15%

Then, determine the wing type by rolling 1d.

1d

Type

1-2

Bat-like

3

Reptilian

4

Feathered

5

Dragonfly-like

6

Butterfly-like

Then, if you got feathered or butterfly-like wings, determine their color by rolling 2d.

2d

Wing Color

2

Red

3

Orange

4

Yellow

5

Green

6

Blue

7

Purple

8

Black

9

Gray

10

White

11

Brown

12

Rainbow

You gain Flight (p. B56) with the aforementioned limitations.

Webbed Hands and Feet: You gain Amphibious (p. B40) and Ham-Fisted 1 (p. B138).

Breath Alteration: Roll 1d.
    1: You gain Doesn’t Breathe (Gills, -50%) (p. B49).
    2: You lose the ability to breathe water. If you couldn’t breathe air, you become able to breathe it.
    3: You gain Filter Lungs (p. B55).
    4-6: You gain 1d/3 levels of Breath-Holding (p. B41).

Saliva: Roll 1d.
    1-3: You gain toxic saliva. Your bite attacks deal 1 point of follow-up toxic damage.
    4-6: You gain acidic saliva. Your bite attacks deal 1 point of follow-up corrosion damage.

Teeth: Roll 1d.
    1-3: You gain Weak Bite (p. B161).
    4-5: You gain Sharp Teeth (p. B91).
    6: You gain Fangs (p. B91).

Acidic Blood: You seep acid if he suffers any cutting, impaling, or piercing injury. You bleed on the weapon that wounded you – or your foe, if attacked with Claws, Teeth, etc. – which immediately begins to corrode, taking 1d-3 corrosion damage. Until you stop bleeding, the acid drips on everything nearby. This works like any other Aura, and you can deliberately attack others by flicking your blood around.

Fur: You gain Fur (p. B101) and Temperature Tolerance 1 (Cold) (p. B93).

Slippery Skin: You gain 1d/3 levels of Slippery (p. B85) and Bad Smell (p. B124).

Sticky Skin: You gain Good Grip 1 (GURPS Template Toolkit 2: Races, p. 44) and Bad Smell (p. B124).

Speech Change: Roll 1d.
    1: You gain Mute (p. B125).
    2: You gain Cannot Speak (p. B125).
    3: You gain Disturbing Voice (p. B132).
    4: You gain Stuttering (p. B157).
    5: You gain Penetrating Voice (p. B101).
    6: You gain Voice (p. B97).

Extra Arm: You gain an Extra Arm (p. B53). Roll 1d.
    1-3: Left.
    4-6: Right.
    Roll another 1d.
    1-4: Short.
    5-6: Normal.
    Roll another 1d.
    1-2: Weak (1/4 ST).
    3-4: Weak (1/2 ST).
    5-6: Normal ST.

Extra Leg: You gain an Extra Leg (p. B54).

Extra Head: You gain an Extra Head (p. B54).

Atelekineticity: You become immune to the effects of telekinesis and become unable to use telekinesis yourself.

Spinal Deformation: Roll 1d.
    1: You gain Bad Back (Mild) (p. B123).
    2: You gain Bad Back (Severe) (p. B123).
    3-4: You gain Hunchback (p. B139).
    5: You gain Bad Back (Mild) (p. B123) and Hunchback (p. B139).
    6: You gain Bad Back (Severe) (p. B123) and Hunchback (p. B139).
    
Colorblindness: You gain Colorblindness (p. B127).

Photosynthesis: Your skin becomes green, and you gain Doesn’t Eat or Drink (Food Only, -50%) and Dependency (Sunlight; Weekly) [-10].

Unusual Biochemistry: You gain Unusual Biochemistry (p. B160).

Sleep Alteration: Roll 1d.
    1-4: You gain 1d/2 levels of Extra Sleep (p. B136).
    5-6: You gain 1d/2 levels of Extra Sleep (p. B65).

Circulatory Alteration: Roll 1d.
    1-5: You gain Hemophilia (p. B138).
    6: You gain Injury Tolerance (No Blood) (p. B60).

Spine Loss: You gain Invertebrate (p. B140).

Pain Sensitivity: Roll 1d.
    1-4: You gain Low Pain Threshold (p. B142).
    5-6: You gain High Pain Threshold (p. B59).

Finger Melding: Roll 1d.
    1-2: You gain Missing Finger on the left hand (p. B144).
    3-4: You gain Missing Finger on the right hand (p. B144).
    5: You gain Missing Thumb on the left hand (p. B144).
    6: You gain Missing Thumb on the right hand (p. B144).

Crushing Resistance: Roll 1d.
    1: You gain Vulnerability (Crushing, x4) (p. B161).
    2: You gain Vulnerability (Crushing, x3) (p. B161).
    3: You gain Vulnerability (Crushing, x2) (p. B161).
    4: You gain DR 1 (Limited, Crushing, -40%; Tough Skin, -40%) (p. B46).
    5: You gain DR 2 (Limited, Crushing, -40%; Tough Skin, -40%) (p. B46).
    6: You gain DR 4 (Limited, Crushing, -40%; Tough Skin, -40%) (p. B46).

Cutting Resistance: Roll 1d.
    1: You gain Vulnerability (Cutting, x4) (p. B161).
    2: You gain Vulnerability (Cutting, x3) (p. B161).
    3: You gain Vulnerability (Cutting, x2) (p. B161).
    4: You gain DR 1 (Limited, Cutting, -40%; Tough Skin, -40%) (p. B46).
    5: You gain DR 2 (Limited, Cutting, -40%; Tough Skin, -40%) (p. B46).
    6: You gain DR 4 (Limited, Cutting, -40%; Tough Skin, -40%) (p. B46).

Impaling Resistance: Roll 1d.
    1: You gain Vulnerability (Impaling, x4) (p. B161).
    2: You gain Vulnerability (Impaling, x3) (p. B161).
    3: You gain Vulnerability (Impaling, x2) (p. B161).
    4: You gain DR 1 (Limited, Impaling, -40%; Tough Skin, -40%) (p. B46).
    5: You gain DR 2 (Limited, Impaling, -40%; Tough Skin, -40%) (p. B46).
    6: You gain DR 4 (Limited, Impaling, -40%; Tough Skin, -40%) (p. B46).

Piercing Resistance: Roll 1d.
    1: You gain Vulnerability (Piercing, x4) (p. B161).
    2: You gain Vulnerability (Piercing, x3) (p. B161).
    3: You gain Vulnerability (Piercing, x2) (p. B161).
    4: You gain DR 1 (Limited, Piercing, -40%; Tough Skin, -40%) (p. B46).
    5: You gain DR 2 (Limited, Piercing, -40%; Tough Skin, -40%) (p. B46).
    6: You gain DR 4 (Limited, Piercing, -40%; Tough Skin, -40%) (p. B46).
    
Twisted Mana Generator: You gain the Twisted Mana Generator disadvantage (GURPS Thaumatology, p. 61).

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